Priority:
Stage:
- Merged
Development Progress:
100
Merged into:
Claim Type:
Area:
Description
DOWNLOAD HERE (ThirrValley section)
- This claim should get one or two larger plantations, a ruined Redoran hut here and there, no other types of ruins; otherwise nice scenery.
- Also a few fishers huts, small netch farms or other individual houses.
- This claim is home to Ud Hleryn, which marches up a cliff and has a large, iconic bridge spanning the Othreleth River to a tower on the other side.
- The region technically includes a cell of Othreleth Woods, but the transition will be pushed to the far edge of the cell and existing OW assets will be used for it.
Comments
No update I'm afraid, I just
No update I'm afraid, I just realized I never adjusted the progress status of this claim. While for the most part I'm not progressing this claim due to working on higher priority stuff, some modular Hlaalu pieces that are still in need of fixing up would greatly facilitate making Ud Hleryn the way I want it.
Again not much progress, but
Again not much progress, but some more texture painting and some messing around with Redoran ruins. Uploading mostly because it's been way too long since the last update and MinerMan wanted to do some border matching.
Giving this back to Gnomey. I
Giving this back to Gnomey. I edited the exterior adjacent to my claim to be more detailed.
Add a boat to Ud Hleryn's
Add a boat to Ud Hleryn's docks.
Right, MinerMan brought it to
Right, MinerMan brought it to my attention that I haven't actually written this here, just mentioned it on Discord and such.
I am unlikely to continue work on this claim until after I do the necessary work on Andothren for the Dominion of Dust release. I am holding on to it because there are still certain concepts that I want to implement in this claim. (Especially after at least one of the Hlaalu modular tilesets becomes available to work with).
I am dropping this claim as I
I am dropping this claim as I won't be around much for this month, and in the worst case probably longer. I still intend to and want to finish Ud Hleryn itself, but if it holds up progress too much fully understand if someone else were to take care of it. In the meanwhile, this claim is available for border matching and the like.
Granting to Nemon.
Granting to Nemon.
New file up, both SH07 and
New file up, both SH07 and TV06 combined.
If this has the velothi tower
If this has the velothi tower on the border, it should be a Dark Brotherhood one as it is sort of out the way. Reference:
Velothi towers - some might be overgrown with critters or bandits, others might be non-hostile with non-Temple-affiliated scholars ranging from Dissident Priests or other such freethinkers, more or less accepted by the Temple, to Baladas Demnavi-type individuals, one will have a DB cell
Been some time since last
Been some time since last update, so here's a new one. I've been working a bit on the Ud Hleryn river mouth settlement, which with the hla set is going a bit slow due to all the possibilities. After that is done it's mostly smooth sailing with the wilderness.
16 https://www.tamriel
16 https://www.tamriel-rebuilt.org/forum/selengor-interior-showcase Bakery Selengor
23 https://www.tamriel-rebuilt.org/forum/wojtek-interior-quest-showcase Bookseller Wojtek
28 https://www.tamriel-rebuilt.org/forum/janis-showcase Pottery and instrument merchant Jani
33 https://www.tamriel-rebuilt.org/forum/infallibledres-showcase Retired scout InfallibleDres
(No subject)
I used four of the ints from your old list, Jani :) .
Submitting this file for review.
Reviewing
Reviewing
I'm going to drop the review.
I'm going to drop the review. There is a lot of issues with the town and it goes beyond a review to fix it. There is way too many specialized buildings for a place that isn't that significant. And the buildlings don't follow the shapes of Hlaalu buildings, they look more like modern day rectangular buildings. The terrain is somewhat limited as the town bridge is so high up that there is no choice but to spam mountain meshes to cover up the stretches and also balancing large buildings on the rocks. The town is old so there should not be any construction going on to finish the town wall. Wilderness is pretty decent, bit flat though, and the netches should be scaled back to their normal size.
I'm not sure what else to suggest. Overhauling the buildings would be a good start, and using more of the vanilla buildings at that. Modular set wasn't intended to make entire towns with, which this is coming pretty close to doing in some ways. Think lowering the high section would help too to allow room for less cobbling of rocks and buildings balancing on said rocks, as the terrain will be able to be smoothed out more and stop the stretching.
Painting the Balmora cobblestone texture within the town walls would be good to do as well, and is something Hlaalu settlements do.
I'm dropping this as I'm not
I'm dropping this as I'm not really having any ideas for the town. The height for the "large, iconic bridge" spanning the river mouth was for ships to be able to pass under, but feel free to lower terrain upon redoing this.
If it's alright, I'd like to
If it's alright, I'd like to claim this again. I'll scale back the use of the modular set except for the palace and bridge, and will make the other changes described in the review, though I'll have to test out alternatives to the cliff to make it look natural while still giving ships plenty of clearance.
Edit: For changes to the palace, I intend to use the merged Andothren manors as a reference and stick to vanilla style, just on a larger scale. Is having the bridge area be an outcrop of Shipal-shin cliffs out of the question? I could make the transition to Shipal-shin two cells to the south a bit more gradual to that end. Aside from the changes to the modular buildings, I intend to add a few, as Ud Hleryn is supposed to be quite large and busy for a Tier III.
Granting. If you can make it
Granting. If you can make it look like vanilla as much as you can that would be a life saver. THe bridge mesh will need a replacment in the future so if it is possible to develop that with a replacement in mind, that would also be great. Shipal shin is a very big region so the transition I would say shouldn't eat into TV so much as TV is not a very big region. If you are to use the modular set, make the buildings curvy on the tops like vanilla. Not rectangular. Good luck! And post pictures on the discord if unsure about something.
Thanks and will do. My
Thanks and will do. My thinking about the Shipal-shin extension was mainly that Shipal-shin was actually designed to have tall cliffs, so having the bridge be between an outcropping of Shipal-shin rock would probably look better than the equivalent using Thirr Valley rocks. It's just one of the alternatives I'd explore for keeping the bridge high enough, though. I will definitely get feedback on Discord.
We tried this earlier in the
We tried this earlier in the claims life, it looked odd having the SH cliff so far out into TV.
also, updated the claim page with the new cell boundries
https://github.com/cheflul/Chefmod
https://github.com/cheflul/chefs-files
Well, it's been, uh, a while
Well, it's been, uh, a while with no update. I have been working away on this off and on, specifically adding the additional cells as this claim got expanded (which is why I set the progress down from 70% to 60%), sinking the roads, and mostly overhauling Ud Hleryn itself. The file is currently unpolished in many ways, which I'll hopefully amend this coming week: rough terrain in places, caspering and floaters mainly along the roads and above Ud Hleryn, the file itself is dirty, and there's stuff like a lack of railings on the bridge in Ud Hleryn that needs to be ironed out. (Some of the current issues with the palace complex, like z-fighting, will be up to the modeller who merges the buildings to fix, though).
Didn't get as much work in as
Didn't get as much work in as I'd hoped, but past time I posted an update. Change-log (might not be comprehensive):
-added windows to unclaimed buildings
-added railing to Hleryn bridge (all subject to changes on model merge)
-added a cobbled version of the harbour chain. Will need a unique model.
-made adjustments to the manor as per discussion with Mark
-added porticullus to main gatehouse
-overhauled the plantations
-added entry to Redoran ruin (more will follow)
-added two grottos and an ancestral tomb (more will follow)
-did some general rock group culling
-started sinking the roads more in places
I generally made the plantations better off and made more of them. I'd have space for another small one as well, but am not sure whether that would be overkill.
New interior claims run-down:
Ud Hleryn Ancestral Tomb 1
Ud Hleryn Farm 01
Middle-class farmer (de_m). Left entrance could lead to a storage 2x2, right to the residence with lower floor 2x3 and top floor.
Ud Hleryn Farm 02
Wealthy plantation with de_r furniture manor in 1 (building requires merge, the top could be truncated by a floor on merge to make the shell simpler) and slaves and storage in 2 with de_p or de_ex.
Ud Hleryn Farm 03
Wealthy plantation with de_r furniture manor in 1 including servants and slaves in basement, storage in 2 (de_ex or de_p) and a guard tower in 3 (de_m).
Ud Hleryn Grotto 01
Fully submerged, near Hleryn bridge.
Ud Hleryn Grotto 02
Partially submerged, near guar ranch.
Ud Hleryn Ranch 01
De_m or de_p, lone rancher. Lives near Redoran ruins and might scavenge from them. Owns guar.
Ud Hleryn Ranch 02
De_r manor in 1 with basement and servants/retainers, de_p or de_ex 2 and 3 with storage and slaves respectively. Netch ranch.
Ud Hleryn Ranch 03
De_m manor in 1 with storage in 2, probably on slaves. Owns guar.
Ud Hleryn Ruin 01
Partially collapsed tower room with basement that could transition into a cave or further underground complex. Built on a hill, so underground levels shouldn't go too far outwards.
New file. Didn't make too
New file. Didn't make too much progress the last little while unfortunately. Added crops to the farms, made some adjustments to farm and ranch buildings based on feedback, corrected the rotation on trap doors, did a few fixes here and there.
Bumped down from Critical due
Bumped down from Critical due to the claim area being cut from the next release.
New file. Merged in the
New file. Merged in the finished interior claims and made a variety of smaller adjustments and fixes.
New file, finally. Merged a
New file, finally. Merged a few new interiors (Hleryn Hall, a potter's workshop and a jeweler's) and started in earnest on the Othreleth Woods claims along the western claim border, adding a final farm to the claim aside from other minor changes.
Two for one as it's been so
Two for one as it's been so long since the last update. I'd mucked up the potter's workshop merge in the last file, so that's fixed and the OW cells are further along.
Did some landscape detailing
Did some landscape detailing and work on the new farm among other changes, lost some progress due to not noticing an issue with the file in time, mostly managed to redo it.
one month since last update
one month since last update
Revoked due to inactivity and
Revoked due to inactivity and no answers for over a week + claimed to get the narsis release ext complete
https://github.com/cheflul/Chefmod
https://github.com/cheflul/chefs-files
I merged this into the TV
I merged this into the TV section to do some border matching and realised that it wouldn't be worth the effort of cutting it (and all of each file's interiors) back out afterwards, so I plan on just finishing it in section and having the reviewer take the section afterwards.
https://github.com/cheflul/Chefmod
https://github.com/cheflul/chefs-files
Updated file (same link)
Updated file (same link)
woods detailing, TV road connections, river and lake flora update started
https://github.com/cheflul/Chefmod
https://github.com/cheflul/chefs-files
Updated file, nightlies from
Updated file, nightlies from here on will reqire addon 45 or later, got new shrooms
https://github.com/cheflul/Chefmod
https://github.com/cheflul/chefs-files
Ready for review. The claim
Ready for review. The claim is being left in section, so the reviewer should download and claim the latest Thirr Valley section, and take a quick look at border cells outside the claim due to extensive changes. Download the latest Thirr Valley section, currently v0089.
https://github.com/cheflul/Chefmod
https://github.com/cheflul/chefs-files